
Turok, Andar too, where are you?
We got some work to do now!
Turok, Andar too, where are you?
We need some help from you now...!
(if that's not the most contrived parody you've seen on this site then clearly you haven't read enough of it)

While wandering the midnight woods, Turok and Andar stumble upon a panicky
caveman who warns them of some supernatural shenanigans! These parts are prowled
by the phantom honker, a ghostly beast that the local crackpot Darl claims would
raze their camp to the ground... if it weren't so sated by the ham hocks and
other tasty sacrifices.

This sounds like a hearty heaping of suspicious, so our heroes lodge up with the
locals to see how things go down. They try denying the ghost food for one night,
lining up a perfect shot from their poison arrows when it arrives... but it does
nothing! Just because it's already dead doesn't mean it approves of this attempt
on its un-life, and it rampages through the camp until it gaffles their food
supply, just as Darl foretold.

T & A follow its trail, leading to a strange empty cave, but come back
empty-handed — except for a ghostly glow! The cave must've been lined with
bioluminescent residue, which explains the reptile's ethereal look... but the
fact remains it's totally unkillable. They tail the beast the following day, and
once again Turok is unable to draw blood! The honker slinks into a narrow valley
and vanishes, its trail ending suddenly. What gives?


Enough's enough — Darl claims these two nosey parkers are what's aggravating
the beast in the first place, and they ought to dispose of them before any more
harm befalls the camp. Balls to that; the two manage to coax the chief into
coming with them as they make one last attempt at felling the beast...

... and find Darl inside the lizard's skin! Yep, the loudmouth had his sights
set on becoming chief, and the only way to do that was to skin a honker and
hoodwink the tribe into giving him free meals. And he would've gotten away with
it too if weren't for those meddling Kiowa.


During the night, Andar is kidnapped by a tribe of raiders seeking some hot tips
on how to murder their cave-dwelling enemies on the other side of the river.
Since the options are either getting speared or being a tour guide, he takes the
third option: be a negligent tour guide. He leads the river raiders into the
widest opening imaginable, allowing the cave tribe to clobber them...


... but his hopes of escape are dashed. Fearing he's outlived his usefulness, he
decides to show them his ability to create fire — actually creating smoke
signals to alert Turok, who's been looking for him this whole time. Having seen
the battle between the two tribes, he helps the cave dwellers take the
initiative by building them boats, allowing the two factions to batter their
brains out once more...


... and in the chaos, nearly brains Andar himself! The two are thrilled to be
reunited, and quickly make their escape from the ruckus they just created,
nicking the newly-built boats. The two vow never to have a repeat of this again,
but what are the chances of that?
Not the most outstanding issue. Giolitti's dinosaur art is always a treat, but The River Raiders feels like stories we've already seen on fast-forward, and the first story is literally Scooby-Doo with even lower stakes, somehow.